113 lines
3.7 KiB
JavaScript
113 lines
3.7 KiB
JavaScript
import { SYSTEM } from "../config/system.mjs"
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export default class PrismRPGShield extends foundry.abstract.TypeDataModel {
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static defineSchema() {
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const fields = foundry.data.fields
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const schema = {}
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const requiredInteger = { required: true, nullable: false, integer: true }
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schema.description = new fields.HTMLField({ required: true, textSearch: true })
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// Prism RPG shield properties
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schema.shieldType = new fields.StringField({
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required: true,
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initial: "buckler",
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choices: Object.keys(SYSTEM.SHIELD_TYPE || {})
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})
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// APC (Action Point Cost) for Block action
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schema.apc = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 1,
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min: 1,
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max: 4,
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label: "Block APC"
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})
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// Shield Rating (SR) - damage prevention dice (e.g., "1d4", "1d8", "1d12", "3d6")
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schema.sr = new fields.StringField({
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required: true,
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initial: "1d4",
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label: "Shield Rating (SR)"
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})
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// Block Augment - passive ability when using Block action
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schema.blockAugment = new fields.StringField({
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required: true,
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initial: "",
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label: "Block Augment"
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})
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schema.blockAugmentDescription = new fields.HTMLField({
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required: true,
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initial: "",
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label: "Block Augment Description"
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})
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// Augment effects (for equipment progression)
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schema.augment = new fields.StringField({
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required: true,
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initial: "",
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label: "Shield Augment"
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})
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schema.augmentDescription = new fields.HTMLField({
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required: true,
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initial: "",
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label: "Augment Description"
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})
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// Legacy properties (kept for backward compatibility)
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schema.defense = new fields.StringField({
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required: true,
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initial: "d4",
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choices: SYSTEM.SHIELD_DEFENSE_DICE
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})
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schema.movementreduction = new fields.NumberField({
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...requiredInteger,
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required: true,
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initial: 0,
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min: 0
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})
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schema.hascover = new fields.BooleanField({
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required: true,
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initial: false
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})
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schema.standing = new fields.SchemaField({
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min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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schema.crouching = new fields.SchemaField({
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min: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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max: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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schema.destruction = new fields.SchemaField({
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bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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piercing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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schema.autodestruction = new fields.SchemaField({
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bashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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slashing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 }),
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piercing: new fields.NumberField({ ...requiredInteger, required: true, initial: 0, min: 0 })
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})
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schema.encLoad = new fields.NumberField({ required: true, initial: 0, min: 0 })
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schema.cost = new fields.NumberField({ required: true, initial: 0, min: 0 })
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schema.money = new fields.StringField({ required: true, initial: "tinbit", choices: SYSTEM.MONEY })
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schema.equipped = new fields.BooleanField({ required: true, initial: false })
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return schema
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}
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/** @override */
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static LOCALIZATION_PREFIXES = ["PRISMRPG.Shield"]
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}
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